193,454 Commits over 4,079 Days - 1.98cph!

55 Days Ago
viewmodel prefab setup
55 Days Ago
adjusted sunken knife icon updated prefabs
55 Days Ago
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bee_ux_improvements -> main
55 Days Ago
Bow setup - added 3p anims - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - zero'd entity offsets, set to follow left prop - removed weapon root from mask on w_bow anims - tweaked 3p anims so fingers place correctly on string at rest and when aiming
55 Days Ago
missing files
55 Days Ago
Clean: remove dead batch method Tests: compiles in SERVER+CLIENT
55 Days Ago
Clean: simplify GetWaterLevels code by using NativeArray.Expand Tests: ran unit tests
55 Days Ago
Optim: use persistent buffers inside GetWaterInfos - Still have a TODO on managing their lifecycle - imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in) Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims. Tests: ran unit tests
55 Days Ago
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry Tweaked materials and colors Tweaked ground color
55 Days Ago
Optim: replace WaterInfo resolving amnaged loop with a Burst job 1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms) Tests: ran unit tests
55 Days Ago
Optim: use Burst jobs to process results from GetIgnore entity heads Only one managed loop left Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
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Clean: replace a magic number with a named constant Tests: unit tests
55 Days Ago
Optim: replace secondary query setup managed loop with a Burst job Tests: unit tests
55 Days Ago
Minor clean ups Update gmod.code-workspace (Remove full paths) Remove player jingles/impulse 202 Fixed DTextEntry autocomplete menu not inheriting skin Prevent potential crashes to do with traces on models Added ip_steam Exit SRCDS (with a message) if GSLT is invalid or expired Added some new options to `render_sprite_trail` `constrain radius to length` and `ignore delta time` Port `SpriteCard` renderer for `render_sprite_trail` from CS:GO Mitigate invalid vehicle scripts causing crashes
55 Days Ago
revert_project_file -> main
55 Days Ago
Correct one
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Optim: recache water heights from WaterVolumes using a Burst job - also fixes a bug with invalid indexing that I introduced earlier today Tests: unit tests
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Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes Noticed a bug while converting internal logic to burst job that wasn't picked up by test Tests: ran unit tests, now correctly detects an issue - will fix next.
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55 Days Ago
HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
55 Days Ago
Optim: replace couple internal managed loops with Burst jobs 1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms) Tests: ran unit tests
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55 Days Ago
Files for deployment zone visualization.
55 Days Ago
Update: use GetIgnoreIndirect(vec3, float, ...) Further simplifies code and reduces the number of temp NativeArrays we need Tests: unit tests
55 Days Ago
merge from fix_spawnitem_ownership -> main
55 Days Ago
Fix item ownership not applying when using `spawnitem` command
55 Days Ago
Merge from vram_budget: Experimental new texture streaming
55 Days Ago
Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come Tests: ran unit tests
55 Days Ago
merge from ownership_barrel_fix -> main
55 Days Ago
Fix item ownership not applying to items from barrels
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Add a tip telling you what to do if you're attacked by bees
55 Days Ago
Apply "Make All Streamable" to 8294 textures
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Add option "Make All Streamable" to texture optimisation tools based on Diogo's filter functions
55 Days Ago
Force texture mipmap streaming to be always on (experiment) and set the memory budget equal to available graphics memory.
55 Days Ago
Update: use WaterTestFromVolumesIndirect to simplify code This could be a small optimization, since we have to move less data around, but not focusing on that - just trying to reduce complexity. Tests: ran unit tests
55 Days Ago
Tests: TestWaterInfosConsistency now generates fake WaterVolumes Need this since I'm starting to modify the "volumes" path as well. Tests: ran the unit tests
55 Days Ago
wip/profiling
55 Days Ago
Rpg setup - added 3p anims - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - zero'd entity offsets, set to follow left prop - removed weapon root from mask on w_launcher anims
55 Days Ago
merge from ranking_change -> premium_servers
55 Days Ago
Fix tracking accumulating error
55 Days Ago
Update: replacing a bunch of GetWaterInfos internal BufferLists with NativeArrays Preparing to replace more of managed logic with burst jobs Tests: Ran unit tests
55 Days Ago
show hit notifications when your bee swarm damages someone
55 Days Ago
impact_details_variety -> main